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// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using UnityEngine.Serialization;
namespace FidelityFX.FSR3
{
/// <summary>
/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 3 (FSR3) Upscaler.
/// These can be stored in an asset file and referenced from a scene or prefab, avoiding the need to load the shaders from a Resources folder.
/// </summary>
[CreateAssetMenu(fileName = "FSR3 Upscaler Assets", menuName = "FidelityFX/FSR3 Upscaler Assets", order = 1103)]
public class Fsr3UpscalerAssets : ScriptableObject
{
public Fsr3UpscalerShaders shaders;
#if UNITY_EDITOR
private void Reset()
{
shaders = new Fsr3UpscalerShaders
{
prepareInputsPass = FindComputeShader("ffx_fsr3upscaler_prepare_inputs_pass"),
lumaPyramidPass = FindComputeShader("ffx_fsr3upscaler_luma_pyramid_pass"),
shadingChangePyramidPass = FindComputeShader("ffx_fsr3upscaler_shading_change_pyramid_pass"),
shadingChangePass = FindComputeShader("ffx_fsr3upscaler_shading_change_pass"),
prepareReactivityPass = FindComputeShader("ffx_fsr3upscaler_prepare_reactivity_pass"),
lumaInstabilityPass = FindComputeShader("ffx_fsr3upscaler_luma_instability_pass"),
accumulatePass = FindComputeShader("ffx_fsr3upscaler_accumulate_pass"),
sharpenPass = FindComputeShader("ffx_fsr3upscaler_rcas_pass"),
autoGenReactivePass = FindComputeShader("ffx_fsr3upscaler_autogen_reactive_pass"),
tcrAutoGenPass = FindComputeShader("ffx_fsr3upscaler_tcr_autogen_pass"),
debugViewPass = FindComputeShader("ffx_fsr3upscaler_debug_view_pass"),
};
}
private static ComputeShader FindComputeShader(string name)
{
string[] assetGuids = UnityEditor.AssetDatabase.FindAssets($"t:ComputeShader {name}");
if (assetGuids == null || assetGuids.Length == 0)
return null;
string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assetGuids[0]);
return UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(assetPath);
}
#endif
}
/// <summary>
/// All the compute shaders used by the FSR3 Upscaler.
/// </summary>
[System.Serializable]
public class Fsr3UpscalerShaders
{
/// <summary>
/// The compute shader used by the prepare inputs pass.
/// </summary>
public ComputeShader prepareInputsPass;
/// <summary>
/// The compute shader used by the luminance pyramid computation pass.
/// </summary>
public ComputeShader lumaPyramidPass;
/// <summary>
/// The compute shader used by the shading change pyramid pass.
/// </summary>
public ComputeShader shadingChangePyramidPass;
/// <summary>
/// The compute shader used by the shading change pass.
/// </summary>
public ComputeShader shadingChangePass;
/// <summary>
/// The compute shader used by the prepare reactivity pass.
/// </summary>
public ComputeShader prepareReactivityPass;
/// <summary>
/// The compute shader used by the luma instability pass.
/// </summary>
public ComputeShader lumaInstabilityPass;
/// <summary>
/// The compute shader used by the accumulation pass.
/// </summary>
public ComputeShader accumulatePass;
/// <summary>
/// The compute shader used by the RCAS sharpening pass.
/// </summary>
public ComputeShader sharpenPass;
/// <summary>
/// The compute shader used to auto-generate a reactive mask.
/// </summary>
public ComputeShader autoGenReactivePass;
/// <summary>
/// The compute shader used to auto-generate a transparency & composition mask.
/// </summary>
public ComputeShader tcrAutoGenPass;
/// <summary>
/// The compute shader used to display a debug view.
/// </summary>
public ComputeShader debugViewPass;
/// <summary>
/// Returns a copy of this class and its contents.
/// </summary>
public Fsr3UpscalerShaders Clone()
{
return (Fsr3UpscalerShaders)MemberwiseClone();
}
/// <summary>
/// Returns a copy of this class with clones of all its shaders.
/// This can be useful if you're running multiple FSR3 Upscaler instances with different shader configurations.
/// Be sure to clean up these clones through Dispose once you're done with them.
/// </summary>
public Fsr3UpscalerShaders DeepCopy()
{
return new Fsr3UpscalerShaders
{
prepareInputsPass = Object.Instantiate(prepareInputsPass),
lumaPyramidPass = Object.Instantiate(lumaPyramidPass),
shadingChangePyramidPass = Object.Instantiate(shadingChangePyramidPass),
shadingChangePass = Object.Instantiate(shadingChangePass),
prepareReactivityPass = Object.Instantiate(prepareReactivityPass),
lumaInstabilityPass = Object.Instantiate(lumaInstabilityPass),
accumulatePass = Object.Instantiate(accumulatePass),
sharpenPass = Object.Instantiate(sharpenPass),
autoGenReactivePass = Object.Instantiate(autoGenReactivePass),
tcrAutoGenPass = Object.Instantiate(tcrAutoGenPass),
debugViewPass = Object.Instantiate(debugViewPass),
};
}
/// <summary>
/// Destroy all the shaders within this instance.
/// Use this only on clones created through DeepCopy.
/// </summary>
public void Dispose()
{
Object.Destroy(prepareInputsPass);
Object.Destroy(lumaPyramidPass);
Object.Destroy(shadingChangePyramidPass);
Object.Destroy(shadingChangePass);
Object.Destroy(prepareReactivityPass);
Object.Destroy(lumaInstabilityPass);
Object.Destroy(accumulatePass);
Object.Destroy(sharpenPass);
Object.Destroy(autoGenReactivePass);
Object.Destroy(tcrAutoGenPass);
Object.Destroy(debugViewPass);
}
}
}